
Hyper Runner is on the way to AGA Amiga systems and the Commodore CD32, with its first dated release now set for September 2026. Developed by Raster Wizards and published by Darkage Software, the futuristic racer mixes timed stages, vehicle damage, boost management and branching routes. It isn’t out yet. The Big Box Edition is currently available to pre-order, while the JewelCase CD Edition is due on 6 September 2026. The digital edition follows on 6 October 2026. So, for now, Hyper Runner remains an upcoming Amiga release. What we do have is a fairly clear picture of how it works, what hardware it’ll need and what players can expect once it arrives.
Racing with the clock always ticking
Hyper Runner doesn’t simply ask you to finish first. Every stage runs against a countdown, so you’re constantly trying to keep your speed up while avoiding anything that’ll slow you down or damage the vehicle. Run out of time and the race ends. Take too much damage and you’re done there too. That gives each run two things to worry about at once.
You need pace, obviously, but charging through every section without thinking probably won’t work for long. Hitting obstacles or other racers can hurt the vehicle, so keeping it together matters just as much as pushing for the next checkpoint.
Players can choose from five vehicles and 12 pilots. Those choices aren’t just there to change the graphics either. They affect maximum speed, acceleration, manoeuvrability and durability. Pick something quick and you may gain speed at the expense of toughness. Choose a different setup and you might have more room for mistakes. It’s a simple idea, but it gives the vehicle selection some real purpose.
Boost when you actually need it
Every vehicle comes with a power booster. Hit it and you’ll get a burst of extra speed, which should come in handy for passing rivals or getting through faster parts of a track. You can’t just hold the button forever, though. Boost energy is limited.
Leave it alone for a while and the reserve starts filling again. That means the useful question isn’t whether to use boost, but when. Burn it all too early and you may regret it later. Save it forever and you’ve wasted something that could have helped shave valuable seconds from the clock. Power-ups also appear during races.
Hull repair kits restore damage, booster refills give you more energy and extra-time pickups add seconds to the countdown. They’re straightforward bonuses, but they fit neatly with the game’s main systems. You’re watching the track, checking your damage, keeping an eye on the timer and deciding whether now’s the right moment to spend some boost. There’s plenty going on without turning the controls into a complicated mess.
Fifteen stages and several ways through them
Hyper Runner includes 15 stages, but you won’t necessarily drive through them in exactly the same order every time. At certain points you’ll get a choice between two routes. Across the whole game, that creates 16 possible paths.
It’s a useful way to add variation without simply piling on more tracks. A different route can change the sequence of stages you face, while a different vehicle and pilot combination changes how your machine behaves. Put those together and repeat runs should feel a little less predictable. The game isn’t built around a traditional championship with a huge list of events. Instead, the focus sits firmly on surviving each stage, beating the countdown and making choices along the way.
What you’ll need to run it
Hyper Runner is being developed for AGA Amigas and the Commodore CD32. Compatible FPGA systems and emulators are also supported. On the hardware side, you’ll need a Motorola 68020 processor or better and 2 MB of Chip RAM.
On other setups, Fast RAM is optional but recommended. The game requires Kickstart 3.1 or a modern compatible ROM, while a hard-drive installation takes around 10 MB of storage. Controls are kept familiar. You can use a standard joystick, a CD32 joypad or a compatible gamepad. In other words, this is very much an AGA-era Amiga game rather than something designed to squeeze onto earlier OCS or ECS machines.
Release dates are now taking shape
The release plan is split between physical and digital versions. The Big Box Edition is already available to pre-order, although there’s currently no separate launch date listed for that version. The JewelCase CD Edition has a firm date of 6 September 2026. The digital edition comes one month later, on 6 October 2026.
Development credits include Colin Vella on programming and sound effects, Christophe Romagnoli on artwork, and Allister Brimble and Jochen Feldkötter on music. Francesco Evaristi is handling testing, with Paolo D’Urso responsible for production.
For now, Hyper Runner is still waiting on the starting grid. But its basic shape is clear. Timed racing, vehicle damage, rechargeable boost, different vehicle and pilot statistics, and branching routes make up the core of the game. We’ll know how well those pieces fit together once the first edition arrives in September.














